From bdcc5caf1727f9a94939f693541aaa5764bd967d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Tue, 3 Aug 2021 10:43:59 +0200 Subject: [PATCH] classref: Sync with current 3.3 branch --- classes/class_@gdscript.rst | 10 +++++++--- classes/class_animatedsprite.rst | 2 +- classes/class_animation.rst | 2 +- classes/class_animationnodeadd3.rst | 2 +- classes/class_animationnodeanimation.rst | 4 ++-- classes/class_animationnodeblend2.rst | 4 ++-- classes/class_animationnodeblendspace2d.rst | 2 +- classes/class_animationnodeoneshot.rst | 2 +- classes/class_animationnodeoutput.rst | 4 ++-- classes/class_animationnodetimescale.rst | 2 +- classes/class_animationnodetransition.rst | 4 ++-- classes/class_animationplayer.rst | 2 +- classes/class_animationtree.rst | 6 +++--- classes/class_area.rst | 4 ++-- classes/class_area2d.rst | 10 +++++----- classes/class_array.rst | 6 +++--- classes/class_arraymesh.rst | 2 +- classes/class_astar.rst | 2 +- classes/class_audioeffect.rst | 2 +- classes/class_audioeffectrecord.rst | 2 +- classes/class_audioeffectreverb.rst | 2 +- classes/class_audioserver.rst | 6 +++--- classes/class_audiostream.rst | 6 +++--- classes/class_audiostreamgenerator.rst | 2 +- classes/class_audiostreamplayback.rst | 2 +- classes/class_audiostreamplayer.rst | 10 +++++----- classes/class_basis.rst | 8 ++++---- classes/class_boxshape.rst | 6 +++--- classes/class_button.rst | 4 ++-- classes/class_camera.rst | 18 ++++++++--------- classes/class_camera2d.rst | 8 ++++---- classes/class_canvasitem.rst | 2 +- classes/class_canvaslayer.rst | 2 +- classes/class_capsuleshape.rst | 2 +- classes/class_collisionshape.rst | 6 +++--- classes/class_collisionshape2d.rst | 6 +++--- classes/class_color.rst | 6 +++--- classes/class_colorpicker.rst | 2 +- classes/class_colorpickerbutton.rst | 4 ++-- classes/class_colorrect.rst | 2 +- classes/class_concavepolygonshape.rst | 2 +- classes/class_control.rst | 16 +++++++++------ classes/class_convexpolygonshape.rst | 2 +- classes/class_cylindershape.rst | 6 +++--- classes/class_dictionary.rst | 4 ++-- classes/class_directory.rst | 2 +- classes/class_dynamicfont.rst | 2 +- classes/class_dynamicfontdata.rst | 2 +- classes/class_engine.rst | 4 ++-- classes/class_environment.rst | 6 +++--- classes/class_file.rst | 2 +- classes/class_giprobe.rst | 2 +- classes/class_giprobedata.rst | 2 +- classes/class_gridcontainer.rst | 2 +- classes/class_gridmap.rst | 4 ++-- classes/class_image.rst | 6 ++++-- classes/class_input.rst | 4 ++-- classes/class_inputevent.rst | 4 ++-- classes/class_inputeventaction.rst | 4 ++-- classes/class_inputeventmousemotion.rst | 2 +- classes/class_joint.rst | 2 +- classes/class_kinematicbody.rst | 8 ++++---- classes/class_kinematicbody2d.rst | 4 ++-- classes/class_label.rst | 4 ++-- classes/class_light.rst | 2 +- classes/class_line2d.rst | 4 ++-- classes/class_material.rst | 4 ++-- classes/class_mesh.rst | 8 ++++---- classes/class_meshinstance.rst | 8 ++++---- classes/class_meshlibrary.rst | 4 ++-- classes/class_multimesh.rst | 2 +- classes/class_navigation.rst | 2 +- classes/class_navigation2d.rst | 2 +- classes/class_navigationmesh.rst | 2 +- classes/class_navigationpolygon.rst | 2 +- classes/class_networkedmultiplayerpeer.rst | 2 +- classes/class_node.rst | 2 +- classes/class_node2d.rst | 2 +- classes/class_nodepath.rst | 2 +- classes/class_os.rst | 12 +++++------ classes/class_packedscene.rst | 2 +- classes/class_panel.rst | 6 +++--- classes/class_panelcontainer.rst | 2 +- classes/class_particles.rst | 2 +- classes/class_particles2d.rst | 2 +- classes/class_poolstringarray.rst | 2 +- classes/class_poolvector2array.rst | 2 +- classes/class_projectsettings.rst | 14 ++++++------- classes/class_quadmesh.rst | 4 ++-- classes/class_quat.rst | 2 +- classes/class_randomnumbergenerator.rst | 5 +++++ classes/class_raycast.rst | 2 +- classes/class_rectangleshape2d.rst | 4 ++-- classes/class_resourceloader.rst | 2 +- classes/class_richtextlabel.rst | 4 ++-- classes/class_rigidbody.rst | 4 ++-- classes/class_rigidbody2d.rst | 4 ++-- classes/class_rootmotionview.rst | 22 +++++++++++++++++++++ classes/class_skeleton.rst | 4 ++-- classes/class_skeletonik.rst | 2 +- classes/class_spatial.rst | 2 +- classes/class_sphereshape.rst | 2 +- classes/class_spotlight.rst | 2 +- classes/class_sprite.rst | 2 +- classes/class_staticbody.rst | 6 +++--- classes/class_surfacetool.rst | 2 +- classes/class_texturebutton.rst | 2 +- classes/class_texturerect.rst | 2 +- classes/class_thread.rst | 2 +- classes/class_tilemap.rst | 12 +++++------ classes/class_tileset.rst | 12 +++++------ classes/class_timer.rst | 2 +- classes/class_transform.rst | 6 +++--- classes/class_transform2d.rst | 6 +++--- classes/class_vboxcontainer.rst | 2 +- classes/class_vector2.rst | 6 +++--- classes/class_vector3.rst | 6 +++--- classes/class_vehiclebody.rst | 2 +- classes/class_vehiclewheel.rst | 2 +- classes/class_viewport.rst | 12 +++++------ classes/class_viewporttexture.rst | 8 ++++---- classes/class_visibilitynotifier2d.rst | 2 +- classes/class_websocketpeer.rst | 10 ++++++++++ classes/class_webxrinterface.rst | 2 +- classes/class_worldenvironment.rst | 6 +++--- 125 files changed, 295 insertions(+), 248 deletions(-) diff --git a/classes/class_@gdscript.rst b/classes/class_@gdscript.rst index 0659bab6e..732cf5785 100644 --- a/classes/class_@gdscript.rst +++ b/classes/class_@gdscript.rst @@ -220,11 +220,15 @@ Constants - **PI** = **3.141593** --- Constant that represents how many times the diameter of a circle fits around its perimeter. This is equivalent to ``TAU / 2``. -- **TAU** = **6.283185** --- The circle constant, the circumference of the unit circle in radians. +- **TAU** = **6.283185** --- The circle constant, the circumference of the unit circle in radians. This is equivalent to ``PI * 2``, or 360 degrees in rotations. -- **INF** = **inf** --- Positive infinity. For negative infinity, use -INF. +- **INF** = **inf** --- Positive floating-point infinity. This is the result of floating-point division when the divisor is ``0.0``. For negative infinity, use ``-INF``. Dividing by ``-0.0`` will result in negative infinity if the numerator is positive, so dividing by ``0.0`` is not the same as dividing by ``-0.0`` (despite ``0.0 == -0.0`` returning ``true``). -- **NAN** = **nan** --- "Not a Number", an invalid value. ``NaN`` has special properties, including that it is not equal to itself. It is output by some invalid operations, such as dividing zero by zero. +**Note:** Numeric infinity is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer number by ``0`` will not result in :ref:`INF` and will result in a run-time error instead. + +- **NAN** = **nan** --- "Not a Number", an invalid floating-point value. :ref:`NAN` has special properties, including that it is not equal to itself (``NAN == NAN`` returns ``false``). It is output by some invalid operations, such as dividing floating-point ``0.0`` by ``0.0``. + +**Note:** "Not a Number" is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer ``0`` by ``0`` will not result in :ref:`NAN` and will result in a run-time error instead. Method Descriptions ------------------- diff --git a/classes/class_animatedsprite.rst b/classes/class_animatedsprite.rst index fc540f3ad..5451b0bd5 100644 --- a/classes/class_animatedsprite.rst +++ b/classes/class_animatedsprite.rst @@ -25,7 +25,7 @@ Tutorials - :doc:`../tutorials/2d/2d_sprite_animation` -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ Properties ---------- diff --git a/classes/class_animation.rst b/classes/class_animation.rst index d444f1bb5..42b03f2a7 100644 --- a/classes/class_animation.rst +++ b/classes/class_animation.rst @@ -723,7 +723,7 @@ Sets the value of an existing key. - void **track_set_path** **(** :ref:`int` track_idx, :ref:`NodePath` path **)** -Sets the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ``":"``. +Sets the path of a track. Paths must be valid scene-tree paths to a node and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ``":"``. For example, ``"character/skeleton:ankle"`` or ``"character/mesh:transform/local"``. diff --git a/classes/class_animationnodeadd3.rst b/classes/class_animationnodeadd3.rst index 7020fa342..e0a67c854 100644 --- a/classes/class_animationnodeadd3.rst +++ b/classes/class_animationnodeadd3.rst @@ -31,7 +31,7 @@ Tutorials - :doc:`../tutorials/animation/animation_tree` -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_animationnodeanimation.rst b/classes/class_animationnodeanimation.rst index 68c3a0042..af295ed83 100644 --- a/classes/class_animationnodeanimation.rst +++ b/classes/class_animationnodeanimation.rst @@ -23,9 +23,9 @@ Tutorials - :doc:`../tutorials/animation/animation_tree` -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_animationnodeblend2.rst b/classes/class_animationnodeblend2.rst index 1787f74c1..1d3b61a24 100644 --- a/classes/class_animationnodeblend2.rst +++ b/classes/class_animationnodeblend2.rst @@ -23,9 +23,9 @@ Tutorials - :doc:`../tutorials/animation/animation_tree` -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_animationnodeblendspace2d.rst b/classes/class_animationnodeblendspace2d.rst index fd6efff39..4d040dd0a 100644 --- a/classes/class_animationnodeblendspace2d.rst +++ b/classes/class_animationnodeblendspace2d.rst @@ -27,7 +27,7 @@ Tutorials - :doc:`../tutorials/animation/animation_tree` -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_animationnodeoneshot.rst b/classes/class_animationnodeoneshot.rst index a4bae9caa..42c9dd0d8 100644 --- a/classes/class_animationnodeoneshot.rst +++ b/classes/class_animationnodeoneshot.rst @@ -23,7 +23,7 @@ Tutorials - :doc:`../tutorials/animation/animation_tree` -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_animationnodeoutput.rst b/classes/class_animationnodeoutput.rst index 9c065af3f..96647bb1b 100644 --- a/classes/class_animationnodeoutput.rst +++ b/classes/class_animationnodeoutput.rst @@ -18,9 +18,9 @@ Tutorials - :doc:`../tutorials/animation/animation_tree` -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` diff --git a/classes/class_animationnodetimescale.rst b/classes/class_animationnodetimescale.rst index e09a2e73b..68421428d 100644 --- a/classes/class_animationnodetimescale.rst +++ b/classes/class_animationnodetimescale.rst @@ -23,7 +23,7 @@ Tutorials - :doc:`../tutorials/animation/animation_tree` -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` diff --git a/classes/class_animationnodetransition.rst b/classes/class_animationnodetransition.rst index b2a04a706..8ccb188dd 100644 --- a/classes/class_animationnodetransition.rst +++ b/classes/class_animationnodetransition.rst @@ -23,9 +23,9 @@ Tutorials - :doc:`../tutorials/animation/animation_tree` -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_animationplayer.rst b/classes/class_animationplayer.rst index 3711d4e78..8a5ca5e54 100644 --- a/classes/class_animationplayer.rst +++ b/classes/class_animationplayer.rst @@ -29,7 +29,7 @@ Tutorials - :doc:`../tutorials/2d/2d_sprite_animation` -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_animationtree.rst b/classes/class_animationtree.rst index b4f25287c..9b69ea2a5 100644 --- a/classes/class_animationtree.rst +++ b/classes/class_animationtree.rst @@ -23,7 +23,7 @@ Tutorials - :doc:`../tutorials/animation/animation_tree` -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- @@ -135,7 +135,7 @@ The process mode of this ``AnimationTree``. See :ref:`AnimationProcessMode`, the transformation will be cancelled visually, and the animation will appear to stay in place. +If the track has type :ref:`Animation.TYPE_TRANSFORM`, the transformation will be cancelled visually, and the animation will appear to stay in place. See also :ref:`get_root_motion_transform` and :ref:`RootMotionView`. ---- @@ -166,7 +166,7 @@ Manually advance the animations by the specified time (in seconds). - :ref:`Transform` **get_root_motion_transform** **(** **)** |const| -Retrieve the motion of the :ref:`root_motion_track` as a :ref:`Transform` that can be used elsewhere. If :ref:`root_motion_track` is not a path to a track of type :ref:`Animation.TYPE_TRANSFORM`, returns an identity transformation. +Retrieve the motion of the :ref:`root_motion_track` as a :ref:`Transform` that can be used elsewhere. If :ref:`root_motion_track` is not a path to a track of type :ref:`Animation.TYPE_TRANSFORM`, returns an identity transformation. See also :ref:`root_motion_track` and :ref:`RootMotionView`. ---- diff --git a/classes/class_area.rst b/classes/class_area.rst index 2d60d934a..b49b872a0 100644 --- a/classes/class_area.rst +++ b/classes/class_area.rst @@ -21,9 +21,9 @@ Description Tutorials --------- -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/127 `_ +- `GUI in 3D Demo `_ Properties ---------- diff --git a/classes/class_area2d.rst b/classes/class_area2d.rst index d5b9571e0..b78c9f698 100644 --- a/classes/class_area2d.rst +++ b/classes/class_area2d.rst @@ -23,11 +23,11 @@ Tutorials - :doc:`../tutorials/physics/using_area_2d` -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ -- `https://godotengine.org/asset-library/asset/121 `_ +- `2D Pong Demo `_ -- `https://godotengine.org/asset-library/asset/120 `_ +- `2D Platformer Demo `_ Properties ---------- @@ -485,7 +485,7 @@ Returns a list of intersecting :ref:`PhysicsBody2D`\ s. For If ``true``, the given area overlaps the Area2D. -**Note:** The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. +**Note:** The result of this test is not immediate after moving objects. For performance, the list of overlaps is updated once per frame and before the physics step. Consider using signals instead. ---- @@ -497,7 +497,7 @@ If ``true``, the given physics body overlaps the Area2D. **Note:** The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. -The ``body`` argument can either be a :ref:`PhysicsBody2D` or a :ref:`TileMap` instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). +The ``body`` argument can either be a :ref:`PhysicsBody2D` or a :ref:`TileMap` instance (while TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body). ---- diff --git a/classes/class_array.rst b/classes/class_array.rst index 8179277d9..517d1476e 100644 --- a/classes/class_array.rst +++ b/classes/class_array.rst @@ -9,12 +9,12 @@ Array ===== -Generic array datatype. +A generic array datatype. Description ----------- -Generic array which can contain several elements of any type, accessible by a numerical index starting at 0. Negative indices can be used to count from the back, like in Python (-1 is the last element, -2 the second to last, etc.). +A generic array that can contain several elements of any type, accessible by a numerical index starting at 0. Negative indices can be used to count from the back, like in Python (-1 is the last element, -2 is the second to last, etc.). **Example:** @@ -37,7 +37,7 @@ Arrays can be concatenated using the ``+`` operator: **Note:** Concatenating with the ``+=`` operator will create a new array, which has a cost. If you want to append another array to an existing array, :ref:`append_array` is more efficient. -**Note:** Arrays are always passed by reference. To get a copy of an array which can be modified independently of the original array, use :ref:`duplicate`. +**Note:** Arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use :ref:`duplicate`. **Note:** When declaring an array with ``const``, the array itself can still be mutated by defining the values at individual indices or pushing/removing elements. Using ``const`` will only prevent assigning the constant with another value after it was initialized. diff --git a/classes/class_arraymesh.rst b/classes/class_arraymesh.rst index 244c612d7..bf41221be 100644 --- a/classes/class_arraymesh.rst +++ b/classes/class_arraymesh.rst @@ -245,7 +245,7 @@ Adds name for a blend shape that will be added with :ref:`add_surface_from_array Creates a new surface. -Surfaces are created to be rendered using a ``primitive``, which may be any of the types defined in :ref:`PrimitiveType`. (As a note, when using indices, it is recommended to only use points, lines or triangles.) :ref:`Mesh.get_surface_count` will become the ``surf_idx`` for this new surface. +Surfaces are created to be rendered using a ``primitive``, which may be any of the types defined in :ref:`PrimitiveType`. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) :ref:`Mesh.get_surface_count` will become the ``surf_idx`` for this new surface. The ``arrays`` argument is an array of arrays. See :ref:`ArrayType` for the values used in this array. For example, ``arrays[0]`` is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for :ref:`ARRAY_INDEX` if it is used. diff --git a/classes/class_astar.rst b/classes/class_astar.rst index 1faecf0d5..f315dc957 100644 --- a/classes/class_astar.rst +++ b/classes/class_astar.rst @@ -35,7 +35,7 @@ It is also possible to use non-Euclidean distances. To do so, create a class tha :ref:`_estimate_cost` should return a lower bound of the distance, i.e. ``_estimate_cost(u, v) <= _compute_cost(u, v)``. This serves as a hint to the algorithm because the custom ``_compute_cost`` might be computation-heavy. If this is not the case, make :ref:`_estimate_cost` return the same value as :ref:`_compute_cost` to provide the algorithm with the most accurate information. -If the default :ref:`_estimate_cost` and :ref:`_compute_cost` methods are used, or if the supplied :ref:`_estimate_cost` method returns a lower bound of the cost, then the paths returned by A\* will be the lowest cost paths. Here, the cost of a path equals to the sum of the :ref:`_compute_cost` results of all segments in the path multiplied by the ``weight_scale``\ s of the end points of the respective segments. If the default methods are used and the ``weight_scale``\ s of all points are set to ``1.0``, then this equals to the sum of Euclidean distances of all segments in the path. +If the default :ref:`_estimate_cost` and :ref:`_compute_cost` methods are used, or if the supplied :ref:`_estimate_cost` method returns a lower bound of the cost, then the paths returned by A\* will be the lowest-cost paths. Here, the cost of a path equals the sum of the :ref:`_compute_cost` results of all segments in the path multiplied by the ``weight_scale``\ s of the endpoints of the respective segments. If the default methods are used and the ``weight_scale``\ s of all points are set to ``1.0``, then this equals the sum of Euclidean distances of all segments in the path. Methods ------- diff --git a/classes/class_audioeffect.rst b/classes/class_audioeffect.rst index a03e03726..9aaf2dddf 100644 --- a/classes/class_audioeffect.rst +++ b/classes/class_audioeffect.rst @@ -23,7 +23,7 @@ Base resource for audio bus. Applies an audio effect on the bus that the resourc Tutorials --------- -- `https://godotengine.org/asset-library/asset/527 `_ +- `Audio Mic Record Demo `_ .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` diff --git a/classes/class_audioeffectrecord.rst b/classes/class_audioeffectrecord.rst index 7db192fbe..e5a39cec1 100644 --- a/classes/class_audioeffectrecord.rst +++ b/classes/class_audioeffectrecord.rst @@ -23,7 +23,7 @@ Tutorials - :doc:`../tutorials/audio/recording_with_microphone` -- `https://godotengine.org/asset-library/asset/527 `_ +- `Audio Mic Record Demo `_ Properties ---------- diff --git a/classes/class_audioeffectreverb.rst b/classes/class_audioeffectreverb.rst index f65e0b69f..a6ad0141b 100644 --- a/classes/class_audioeffectreverb.rst +++ b/classes/class_audioeffectreverb.rst @@ -23,7 +23,7 @@ Simulates rooms of different sizes. Its parameters can be adjusted to simulate t Tutorials --------- -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_audioserver.rst b/classes/class_audioserver.rst index f5ce2ff29..c63010ca2 100644 --- a/classes/class_audioserver.rst +++ b/classes/class_audioserver.rst @@ -23,11 +23,11 @@ Tutorials - :doc:`../tutorials/audio/audio_buses` -- `https://godotengine.org/asset-library/asset/525 `_ +- `Audio Device Changer Demo `_ -- `https://godotengine.org/asset-library/asset/527 `_ +- `Audio Mic Record Demo `_ -- `https://godotengine.org/asset-library/asset/528 `_ +- `Audio Spectrum Demo `_ Properties ---------- diff --git a/classes/class_audiostream.rst b/classes/class_audiostream.rst index 207cdb6d5..fd6544506 100644 --- a/classes/class_audiostream.rst +++ b/classes/class_audiostream.rst @@ -25,11 +25,11 @@ Tutorials - :doc:`../tutorials/audio/audio_streams` -- `https://godotengine.org/asset-library/asset/526 `_ +- `Audio Generator Demo `_ -- `https://godotengine.org/asset-library/asset/527 `_ +- `Audio Mic Record Demo `_ -- `https://godotengine.org/asset-library/asset/528 `_ +- `Audio Spectrum Demo `_ Methods ------- diff --git a/classes/class_audiostreamgenerator.rst b/classes/class_audiostreamgenerator.rst index 34d55b324..24910cf0d 100644 --- a/classes/class_audiostreamgenerator.rst +++ b/classes/class_audiostreamgenerator.rst @@ -16,7 +16,7 @@ AudioStreamGenerator Tutorials --------- -- `https://godotengine.org/asset-library/asset/526 `_ +- `Audio Generator Demo `_ Properties ---------- diff --git a/classes/class_audiostreamplayback.rst b/classes/class_audiostreamplayback.rst index 17581a9a6..c8d59a178 100644 --- a/classes/class_audiostreamplayback.rst +++ b/classes/class_audiostreamplayback.rst @@ -23,7 +23,7 @@ Can play, loop, pause a scroll through audio. See :ref:`AudioStream`_ +- `Audio Generator Demo `_ .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` diff --git a/classes/class_audiostreamplayer.rst b/classes/class_audiostreamplayer.rst index 7f13bff57..62fc82014 100644 --- a/classes/class_audiostreamplayer.rst +++ b/classes/class_audiostreamplayer.rst @@ -25,15 +25,15 @@ Tutorials - :doc:`../tutorials/audio/audio_streams` -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ -- `https://godotengine.org/asset-library/asset/525 `_ +- `Audio Device Changer Demo `_ -- `https://godotengine.org/asset-library/asset/526 `_ +- `Audio Generator Demo `_ -- `https://godotengine.org/asset-library/asset/527 `_ +- `Audio Mic Record Demo `_ -- `https://godotengine.org/asset-library/asset/528 `_ +- `Audio Spectrum Demo `_ Properties ---------- diff --git a/classes/class_basis.rst b/classes/class_basis.rst index a1e2cfa4d..ea190a39e 100644 --- a/classes/class_basis.rst +++ b/classes/class_basis.rst @@ -31,13 +31,13 @@ Tutorials - :doc:`../tutorials/3d/using_transforms` -- `https://godotengine.org/asset-library/asset/584 `_ +- `Matrix Transform Demo `_ -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ -- `https://godotengine.org/asset-library/asset/583 `_ +- `2.5D Demo `_ Properties ---------- diff --git a/classes/class_boxshape.rst b/classes/class_boxshape.rst index 0e16b075d..1b2062b74 100644 --- a/classes/class_boxshape.rst +++ b/classes/class_boxshape.rst @@ -21,11 +21,11 @@ Description Tutorials --------- -- `https://godotengine.org/asset-library/asset/675 `_ +- `3D Physics Tests Demo `_ -- `https://godotengine.org/asset-library/asset/126 `_ +- `3D Kinematic Character Demo `_ -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ Properties ---------- diff --git a/classes/class_button.rst b/classes/class_button.rst index c8fee3e96..5299dd523 100644 --- a/classes/class_button.rst +++ b/classes/class_button.rst @@ -42,9 +42,9 @@ See also :ref:`BaseButton` which contains common properties an Tutorials --------- -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ -- `https://godotengine.org/asset-library/asset/677 `_ +- `OS Test Demo `_ Properties ---------- diff --git a/classes/class_camera.rst b/classes/class_camera.rst index 1fb2025f2..2df22a829 100644 --- a/classes/class_camera.rst +++ b/classes/class_camera.rst @@ -23,7 +23,7 @@ Camera is a special node that displays what is visible from its current location Tutorials --------- -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- @@ -400,7 +400,7 @@ Returns ``true`` if the given ``layer`` in the :ref:`cull_mask` **get_frustum** **(** **)** |const| -Returns the camera's frustum planes in world-space units as an array of :ref:`Plane`\ s in the following order: near, far, left, top, right, bottom. Not to be confused with :ref:`frustum_offset`. +Returns the camera's frustum planes in world space units as an array of :ref:`Plane`\ s in the following order: near, far, left, top, right, bottom. Not to be confused with :ref:`frustum_offset`. ---- @@ -434,7 +434,7 @@ Returns a normal vector from the screen point location directed along the camera - :ref:`Vector3` **project_position** **(** :ref:`Vector2` screen_point, :ref:`float` z_depth **)** |const| -Returns the 3D point in worldspace that maps to the given 2D coordinate in the :ref:`Viewport` rectangle on a plane that is the given ``z_depth`` distance into the scene away from the camera. +Returns the 3D point in world space that maps to the given 2D coordinate in the :ref:`Viewport` rectangle on a plane that is the given ``z_depth`` distance into the scene away from the camera. ---- @@ -442,7 +442,7 @@ Returns the 3D point in worldspace that maps to the given 2D coordinate in the : - :ref:`Vector3` **project_ray_normal** **(** :ref:`Vector2` screen_point **)** |const| -Returns a normal vector in worldspace, that is the result of projecting a point on the :ref:`Viewport` rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. +Returns a normal vector in world space, that is the result of projecting a point on the :ref:`Viewport` rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. ---- @@ -450,7 +450,7 @@ Returns a normal vector in worldspace, that is the result of projecting a point - :ref:`Vector3` **project_ray_origin** **(** :ref:`Vector2` screen_point **)** |const| -Returns a 3D position in worldspace, that is the result of projecting a point on the :ref:`Viewport` rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. +Returns a 3D position in world space, that is the result of projecting a point on the :ref:`Viewport` rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. ---- @@ -466,7 +466,7 @@ Enables or disables the given ``layer`` in the :ref:`cull_mask` size, :ref:`Vector2` offset, :ref:`float` z_near, :ref:`float` z_far **)** -Sets the camera projection to frustum mode (see :ref:`PROJECTION_FRUSTUM`), by specifying a ``size``, an ``offset``, and the ``z_near`` and ``z_far`` clip planes in world-space units. +Sets the camera projection to frustum mode (see :ref:`PROJECTION_FRUSTUM`), by specifying a ``size``, an ``offset``, and the ``z_near`` and ``z_far`` clip planes in world space units. ---- @@ -474,7 +474,7 @@ Sets the camera projection to frustum mode (see :ref:`PROJECTION_FRUSTUM` size, :ref:`float` z_near, :ref:`float` z_far **)** -Sets the camera projection to orthogonal mode (see :ref:`PROJECTION_ORTHOGONAL`), by specifying a ``size``, and the ``z_near`` and ``z_far`` clip planes in world-space units. (As a hint, 2D games often use this projection, with values specified in pixels.) +Sets the camera projection to orthogonal mode (see :ref:`PROJECTION_ORTHOGONAL`), by specifying a ``size``, and the ``z_near`` and ``z_far`` clip planes in world space units. (As a hint, 2D games often use this projection, with values specified in pixels.) ---- @@ -482,7 +482,7 @@ Sets the camera projection to orthogonal mode (see :ref:`PROJECTION_ORTHOGONAL` fov, :ref:`float` z_near, :ref:`float` z_far **)** -Sets the camera projection to perspective mode (see :ref:`PROJECTION_PERSPECTIVE`), by specifying a ``fov`` (field of view) angle in degrees, and the ``z_near`` and ``z_far`` clip planes in world-space units. +Sets the camera projection to perspective mode (see :ref:`PROJECTION_PERSPECTIVE`), by specifying a ``fov`` (field of view) angle in degrees, and the ``z_near`` and ``z_far`` clip planes in world space units. ---- @@ -490,7 +490,7 @@ Sets the camera projection to perspective mode (see :ref:`PROJECTION_PERSPECTIVE - :ref:`Vector2` **unproject_position** **(** :ref:`Vector3` world_point **)** |const| -Returns the 2D coordinate in the :ref:`Viewport` rectangle that maps to the given 3D point in worldspace. +Returns the 2D coordinate in the :ref:`Viewport` rectangle that maps to the given 3D point in world space. **Note:** When using this to position GUI elements over a 3D viewport, use :ref:`is_position_behind` to prevent them from appearing if the 3D point is behind the camera: diff --git a/classes/class_camera2d.rst b/classes/class_camera2d.rst index 2999da9a8..58eeea138 100644 --- a/classes/class_camera2d.rst +++ b/classes/class_camera2d.rst @@ -18,18 +18,18 @@ Description Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of :ref:`CanvasItem`-based nodes. -This node is intended to be a simple helper to get things going quickly and it may happen that more functionality is desired to change how the camera works. To make your own custom camera node, inherit from :ref:`Node2D` and change the transform of the canvas by setting :ref:`Viewport.canvas_transform` in :ref:`Viewport` (you can obtain the current :ref:`Viewport` by using :ref:`Node.get_viewport`). +This node is intended to be a simple helper to get things going quickly, but more functionality may be desired to change how the camera works. To make your own custom camera node, inherit it from :ref:`Node2D` and change the transform of the canvas by setting :ref:`Viewport.canvas_transform` in :ref:`Viewport` (you can obtain the current :ref:`Viewport` by using :ref:`Node.get_viewport`). Note that the ``Camera2D`` node's ``position`` doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use :ref:`get_camera_screen_center` to get the real position. Tutorials --------- -- `https://godotengine.org/asset-library/asset/120 `_ +- `2D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/112 `_ +- `2D Isometric Demo `_ -- `https://godotengine.org/asset-library/asset/110 `_ +- `2D HDR Demo `_ Properties ---------- diff --git a/classes/class_canvasitem.rst b/classes/class_canvasitem.rst index 2bcffa409..d99deac5a 100644 --- a/classes/class_canvasitem.rst +++ b/classes/class_canvasitem.rst @@ -37,7 +37,7 @@ Tutorials - :doc:`../tutorials/2d/custom_drawing_in_2d` -- `https://godotengine.org/asset-library/asset/528 `_ +- `Audio Spectrum Demo `_ Properties ---------- diff --git a/classes/class_canvaslayer.rst b/classes/class_canvaslayer.rst index 598028a43..1fc89f0a8 100644 --- a/classes/class_canvaslayer.rst +++ b/classes/class_canvaslayer.rst @@ -27,7 +27,7 @@ Tutorials - :doc:`../tutorials/2d/canvas_layers` -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ Properties ---------- diff --git a/classes/class_capsuleshape.rst b/classes/class_capsuleshape.rst index 17e98b946..a03716af4 100644 --- a/classes/class_capsuleshape.rst +++ b/classes/class_capsuleshape.rst @@ -21,7 +21,7 @@ Capsule shape for collisions. Tutorials --------- -- `https://godotengine.org/asset-library/asset/675 `_ +- `3D Physics Tests Demo `_ Properties ---------- diff --git a/classes/class_collisionshape.rst b/classes/class_collisionshape.rst index d551dc1d2..19e55a9e9 100644 --- a/classes/class_collisionshape.rst +++ b/classes/class_collisionshape.rst @@ -23,11 +23,11 @@ Tutorials - :doc:`../tutorials/physics/physics_introduction` -- `https://godotengine.org/asset-library/asset/126 `_ +- `3D Kinematic Character Demo `_ -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_collisionshape2d.rst b/classes/class_collisionshape2d.rst index 625b97e77..0d3bfe602 100644 --- a/classes/class_collisionshape2d.rst +++ b/classes/class_collisionshape2d.rst @@ -23,11 +23,11 @@ Tutorials - :doc:`../tutorials/physics/physics_introduction` -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ -- `https://godotengine.org/asset-library/asset/121 `_ +- `2D Pong Demo `_ -- `https://godotengine.org/asset-library/asset/113 `_ +- `2D Kinematic Character Demo `_ Properties ---------- diff --git a/classes/class_color.rst b/classes/class_color.rst index 65259d077..ef5f6d686 100644 --- a/classes/class_color.rst +++ b/classes/class_color.rst @@ -27,11 +27,11 @@ If you want to supply values in a range of 0 to 255, you should use :ref:`@GDScr Tutorials --------- -- `https://godotengine.org/asset-library/asset/517 `_ +- `2D GD Paint Demo `_ -- `https://godotengine.org/asset-library/asset/146 `_ +- `Tween Demo `_ -- `https://godotengine.org/asset-library/asset/133 `_ +- `GUI Drag And Drop Demo `_ Properties ---------- diff --git a/classes/class_colorpicker.rst b/classes/class_colorpicker.rst index baa424584..2c5a21b64 100644 --- a/classes/class_colorpicker.rst +++ b/classes/class_colorpicker.rst @@ -21,7 +21,7 @@ Description Tutorials --------- -- `https://godotengine.org/asset-library/asset/146 `_ +- `Tween Demo `_ Properties ---------- diff --git a/classes/class_colorpickerbutton.rst b/classes/class_colorpickerbutton.rst index d5203deff..478a78e27 100644 --- a/classes/class_colorpickerbutton.rst +++ b/classes/class_colorpickerbutton.rst @@ -23,9 +23,9 @@ See also :ref:`BaseButton` which contains common properties an Tutorials --------- -- `https://godotengine.org/asset-library/asset/133 `_ +- `GUI Drag And Drop Demo `_ -- `https://godotengine.org/asset-library/asset/517 `_ +- `2D GD Paint Demo `_ Properties ---------- diff --git a/classes/class_colorrect.rst b/classes/class_colorrect.rst index 387e5da6b..a499ed4ba 100644 --- a/classes/class_colorrect.rst +++ b/classes/class_colorrect.rst @@ -21,7 +21,7 @@ Displays a rectangle filled with a solid :ref:`color`_ +- `2D Dodge The Creeps Demo `_ Properties ---------- diff --git a/classes/class_concavepolygonshape.rst b/classes/class_concavepolygonshape.rst index 1f52e0ef7..a898cc724 100644 --- a/classes/class_concavepolygonshape.rst +++ b/classes/class_concavepolygonshape.rst @@ -23,7 +23,7 @@ Note: when used for collision, ``ConcavePolygonShape`` is intended to work with Tutorials --------- -- `https://godotengine.org/asset-library/asset/675 `_ +- `3D Physics Tests Demo `_ Methods ------- diff --git a/classes/class_control.rst b/classes/class_control.rst index 2cdd3d4b3..665e7a020 100644 --- a/classes/class_control.rst +++ b/classes/class_control.rst @@ -24,7 +24,7 @@ For more information on Godot's UI system, anchors, margins, and containers, see **User Interface nodes and input** -Godot sends input events to the scene's root node first, by calling :ref:`Node._input`. :ref:`Node._input` forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls :ref:`MainLoop._input_event`. Call :ref:`accept_event` so no other node receives the event. Once you accepted an input, it becomes handled so :ref:`Node._unhandled_input` will not process it. +Godot sends input events to the scene's root node first, by calling :ref:`Node._input`. :ref:`Node._input` forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls :ref:`MainLoop._input_event`. Call :ref:`accept_event` so no other node receives the event. Once you accept an input, it becomes handled so :ref:`Node._unhandled_input` will not process it. Only one ``Control`` node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call :ref:`grab_focus`. ``Control`` nodes lose focus when another node grabs it, or if you hide the node in focus. @@ -43,7 +43,7 @@ Tutorials - :doc:`../tutorials/gui/control_node_gallery` -- `https://github.com/godotengine/godot-demo-projects/tree/master/gui `_ +- `All GUI Demos `_ Properties ---------- @@ -312,6 +312,8 @@ Emitted when a modal ``Control`` is closed. See :ref:`show_modal` lets the event reach it. +**Note:** :ref:`mouse_entered` will not be emitted if the mouse enters a child ``Control`` node before entering the parent's ``Rect`` area, at least until the mouse is moved to reach the parent's ``Rect`` area. + ---- .. _class_Control_signal_mouse_exited: @@ -320,6 +322,8 @@ Emitted when the mouse enters the control's ``Rect`` area, provided its :ref:`mo Emitted when the mouse leaves the control's ``Rect`` area, provided its :ref:`mouse_filter` lets the event reach it. +**Note:** :ref:`mouse_exited` will be emitted if the mouse enters a child ``Control`` node, even if the mouse cursor is still inside the parent's ``Rect`` area. + ---- .. _class_Control_signal_resized: @@ -1224,7 +1228,7 @@ The event won't trigger if: \* control's parent has :ref:`mouse_filter` set to :ref:`MOUSE_FILTER_STOP` or has accepted the event; -\* it happens outside parent's rectangle and the parent has either :ref:`rect_clip_content` or :ref:`_clips_input` enabled. +\* it happens outside the parent's rectangle and the parent has either :ref:`rect_clip_content` or :ref:`_clips_input` enabled. ---- @@ -1234,7 +1238,7 @@ The event won't trigger if: Virtual method to be implemented by the user. Returns a ``Control`` node that should be used as a tooltip instead of the default one. The ``for_text`` includes the contents of the :ref:`hint_tooltip` property. -The returned node must be of type ``Control`` or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance).When ``null`` or a non-Control node is returned, the default tooltip will be used instead. +The returned node must be of type ``Control`` or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When ``null`` or a non-Control node is returned, the default tooltip will be used instead. The returned node will be added as child to a :ref:`PopupPanel`, so you should only provide the contents of that panel. That :ref:`PopupPanel` can be themed using :ref:`Theme.set_stylebox` for the type ``"TooltipPanel"`` (see :ref:`hint_tooltip` for an example). @@ -1762,7 +1766,7 @@ Sets both anchor preset and margin preset. See :ref:`set_anchors_preset` preset, :ref:`bool` keep_margins=false **)** -Sets the anchors to a ``preset`` from :ref:`LayoutPreset` enum. This is code equivalent of using the Layout menu in 2D editor. +Sets the anchors to a ``preset`` from :ref:`LayoutPreset` enum. This is the code equivalent to using the Layout menu in the 2D editor. If ``keep_margins`` is ``true``, control's position will also be updated. @@ -1867,7 +1871,7 @@ Sets the margin identified by ``margin`` constant from :ref:`Margin` preset, :ref:`LayoutPresetMode` resize_mode=0, :ref:`int` margin=0 **)** -Sets the margins to a ``preset`` from :ref:`LayoutPreset` enum. This is code equivalent of using the Layout menu in 2D editor. +Sets the margins to a ``preset`` from :ref:`LayoutPreset` enum. This is the code equivalent to using the Layout menu in the 2D editor. Use parameter ``resize_mode`` with constants from :ref:`LayoutPresetMode` to better determine the resulting size of the ``Control``. Constant size will be ignored if used with presets that change size, e.g. ``PRESET_LEFT_WIDE``. diff --git a/classes/class_convexpolygonshape.rst b/classes/class_convexpolygonshape.rst index 92bf262e0..aea867be3 100644 --- a/classes/class_convexpolygonshape.rst +++ b/classes/class_convexpolygonshape.rst @@ -21,7 +21,7 @@ Convex polygon shape resource, which can be added to a :ref:`PhysicsBody`_ +- `3D Physics Tests Demo `_ Properties ---------- diff --git a/classes/class_cylindershape.rst b/classes/class_cylindershape.rst index 4f0549bea..fccd38ebb 100644 --- a/classes/class_cylindershape.rst +++ b/classes/class_cylindershape.rst @@ -21,11 +21,11 @@ Cylinder shape for collisions. Tutorials --------- -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ -- `https://godotengine.org/asset-library/asset/675 `_ +- `3D Physics Tests Demo `_ -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Properties ---------- diff --git a/classes/class_dictionary.rst b/classes/class_dictionary.rst index e7f6fdb70..93141163e 100644 --- a/classes/class_dictionary.rst +++ b/classes/class_dictionary.rst @@ -117,9 +117,9 @@ Tutorials - `#dictionary <../getting_started/scripting/gdscript/gdscript_basics.html#dictionary>`_ in :doc:`../getting_started/scripting/gdscript/gdscript_basics` -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ -- `https://godotengine.org/asset-library/asset/677 `_ +- `OS Test Demo `_ Methods ------- diff --git a/classes/class_directory.rst b/classes/class_directory.rst index d7f5f7402..c6b9eec94 100644 --- a/classes/class_directory.rst +++ b/classes/class_directory.rst @@ -187,7 +187,7 @@ On UNIX desktop systems, returns the available space on the current directory's - :ref:`Error` **list_dir_begin** **(** :ref:`bool` skip_navigational=false, :ref:`bool` skip_hidden=false **)** -Initializes the stream used to list all files and directories using the :ref:`get_next` function, closing the current opened stream if needed. Once the stream has been processed, it should typically be closed with :ref:`list_dir_end`. +Initializes the stream used to list all files and directories using the :ref:`get_next` function, closing the currently opened stream if needed. Once the stream has been processed, it should typically be closed with :ref:`list_dir_end`. If ``skip_navigational`` is ``true``, ``.`` and ``..`` are filtered out. diff --git a/classes/class_dynamicfont.rst b/classes/class_dynamicfont.rst index 90f154d8e..f1ebdbe74 100644 --- a/classes/class_dynamicfont.rst +++ b/classes/class_dynamicfont.rst @@ -32,7 +32,7 @@ DynamicFont uses the `FreeType `_ library for rasteri Tutorials --------- -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Properties ---------- diff --git a/classes/class_dynamicfontdata.rst b/classes/class_dynamicfontdata.rst index 22ee44141..527df5fe3 100644 --- a/classes/class_dynamicfontdata.rst +++ b/classes/class_dynamicfontdata.rst @@ -21,7 +21,7 @@ Used with :ref:`DynamicFont` to describe the location of a ve Tutorials --------- -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Properties ---------- diff --git a/classes/class_engine.rst b/classes/class_engine.rst index e42722f22..10b2ffbbf 100644 --- a/classes/class_engine.rst +++ b/classes/class_engine.rst @@ -92,7 +92,7 @@ If ``true``, the script is currently running inside the editor. This is useful f else: simulate_physics() -See `Running code in the editor `_ in the documentation for more information. +See `Running code in the editor `_ in the documentation for more information. **Note:** To detect whether the script is run from an editor *build* (e.g. when pressing ``F5``), use :ref:`OS.has_feature` with the ``"editor"`` argument instead. ``OS.has_feature("editor")`` will evaluate to ``true`` both when the code is running in the editor and when running the project from the editor, but it will evaluate to ``false`` when the code is run from an exported project. @@ -126,7 +126,7 @@ The number of fixed iterations per second. This controls how often physics simul | *Getter* | get_physics_jitter_fix() | +-----------+-------------------------------+ -Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended. +Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended. **Note:** For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting :ref:`physics_jitter_fix` to ``0``. diff --git a/classes/class_environment.rst b/classes/class_environment.rst index 4840740b7..179e444b6 100644 --- a/classes/class_environment.rst +++ b/classes/class_environment.rst @@ -35,11 +35,11 @@ Tutorials - :doc:`../tutorials/3d/high_dynamic_range` -- `https://godotengine.org/asset-library/asset/123 `_ +- `3D Material Testers Demo `_ -- `https://godotengine.org/asset-library/asset/110 `_ +- `2D HDR Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_file.rst b/classes/class_file.rst index 165c8ffa1..336ca005b 100644 --- a/classes/class_file.rst +++ b/classes/class_file.rst @@ -46,7 +46,7 @@ Tutorials - :doc:`../getting_started/step_by_step/filesystem` -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Properties ---------- diff --git a/classes/class_giprobe.rst b/classes/class_giprobe.rst index f3acbb089..35eaf3eee 100644 --- a/classes/class_giprobe.rst +++ b/classes/class_giprobe.rst @@ -29,7 +29,7 @@ Tutorials - :doc:`../tutorials/3d/gi_probes` -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_giprobedata.rst b/classes/class_giprobedata.rst index 56574705e..8bc5e29b2 100644 --- a/classes/class_giprobedata.rst +++ b/classes/class_giprobedata.rst @@ -16,7 +16,7 @@ GIProbeData Tutorials --------- -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_gridcontainer.rst b/classes/class_gridcontainer.rst index f045ee5aa..da2a29415 100644 --- a/classes/class_gridcontainer.rst +++ b/classes/class_gridcontainer.rst @@ -25,7 +25,7 @@ Notice that grid layout will preserve the columns and rows for every size of the Tutorials --------- -- `https://godotengine.org/asset-library/asset/677 `_ +- `OS Test Demo `_ Properties ---------- diff --git a/classes/class_gridmap.rst b/classes/class_gridmap.rst index 91a159954..edf6c7156 100644 --- a/classes/class_gridmap.rst +++ b/classes/class_gridmap.rst @@ -31,9 +31,9 @@ Tutorials - :doc:`../tutorials/3d/using_gridmaps` -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/126 `_ +- `3D Kinematic Character Demo `_ Properties ---------- diff --git a/classes/class_image.rst b/classes/class_image.rst index 26c94d206..6ad2c1c4b 100644 --- a/classes/class_image.rst +++ b/classes/class_image.rst @@ -350,7 +350,7 @@ enum **Interpolation**: - **INTERPOLATE_TRILINEAR** = **3** --- Performs bilinear separately on the two most-suited mipmap levels, then linearly interpolates between them. -It's slower than :ref:`INTERPOLATE_BILINEAR`, but produces higher-quality results with much less aliasing artifacts. +It's slower than :ref:`INTERPOLATE_BILINEAR`, but produces higher-quality results with far fewer aliasing artifacts. If the image does not have mipmaps, they will be generated and used internally, but no mipmaps will be generated on the resulting image. @@ -605,7 +605,7 @@ Flips the image vertically. - :ref:`Error` **generate_mipmaps** **(** :ref:`bool` renormalize=false **)** -Generates mipmaps for the image. Mipmaps are precalculated and lower resolution copies of the image. Mipmaps are automatically used if the image needs to be scaled down when rendered. This improves image quality and the performance of the rendering. Returns an error if the image is compressed, in a custom format or if the image's width/height is 0. +Generates mipmaps for the image. Mipmaps are precalculated lower-resolution copies of the image that are automatically used if the image needs to be scaled down when rendered. They help improve image quality and performance when rendering. This method returns an error if the image is compressed, in a custom format, or if the image's width/height is ``0``. ---- @@ -829,6 +829,8 @@ Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image. Saves the image as an EXR file to ``path``. If ``grayscale`` is ``true`` and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return :ref:`@GlobalScope.ERR_UNAVAILABLE` if Godot was compiled without the TinyEXR module. +**Note:** The TinyEXR module is disabled in non-editor builds, which means :ref:`save_exr` will return :ref:`@GlobalScope.ERR_UNAVAILABLE` when it is called from an exported project. + ---- .. _class_Image_method_save_png: diff --git a/classes/class_input.rst b/classes/class_input.rst index e60ed05d1..f0b2c7f07 100644 --- a/classes/class_input.rst +++ b/classes/class_input.rst @@ -23,9 +23,9 @@ Tutorials - :doc:`../tutorials/inputs/index` -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Methods ------- diff --git a/classes/class_inputevent.rst b/classes/class_inputevent.rst index 20c7cd3b3..22a7a587d 100644 --- a/classes/class_inputevent.rst +++ b/classes/class_inputevent.rst @@ -27,9 +27,9 @@ Tutorials - :doc:`../tutorials/2d/2d_transforms` -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Properties ---------- diff --git a/classes/class_inputeventaction.rst b/classes/class_inputeventaction.rst index f727b8478..ec7d8374e 100644 --- a/classes/class_inputeventaction.rst +++ b/classes/class_inputeventaction.rst @@ -23,9 +23,9 @@ Tutorials - `#actions <../tutorials/inputs/inputevent.html#actions>`_ in :doc:`../tutorials/inputs/inputevent` -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Properties ---------- diff --git a/classes/class_inputeventmousemotion.rst b/classes/class_inputeventmousemotion.rst index f60060966..cc7dc1ab8 100644 --- a/classes/class_inputeventmousemotion.rst +++ b/classes/class_inputeventmousemotion.rst @@ -25,7 +25,7 @@ Tutorials - :doc:`../tutorials/inputs/mouse_and_input_coordinates` -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Properties ---------- diff --git a/classes/class_joint.rst b/classes/class_joint.rst index 5815f03cd..a7d937ada 100644 --- a/classes/class_joint.rst +++ b/classes/class_joint.rst @@ -23,7 +23,7 @@ Joints are used to bind together two physics bodies. They have a solver priority Tutorials --------- -- `https://godotengine.org/asset-library/asset/524 `_ +- `3D Truck Town Demo `_ Properties ---------- diff --git a/classes/class_kinematicbody.rst b/classes/class_kinematicbody.rst index d5ce3ec34..2e194370d 100644 --- a/classes/class_kinematicbody.rst +++ b/classes/class_kinematicbody.rst @@ -27,13 +27,13 @@ Tutorials - :doc:`../tutorials/physics/kinematic_character_2d` -- `https://godotengine.org/asset-library/asset/126 `_ +- `3D Kinematic Character Demo `_ -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_kinematicbody2d.rst b/classes/class_kinematicbody2d.rst index 7d998587c..b53721579 100644 --- a/classes/class_kinematicbody2d.rst +++ b/classes/class_kinematicbody2d.rst @@ -29,9 +29,9 @@ Tutorials - :doc:`../tutorials/physics/using_kinematic_body_2d` -- `https://godotengine.org/asset-library/asset/113 `_ +- `2D Kinematic Character Demo `_ -- `https://godotengine.org/asset-library/asset/120 `_ +- `2D Platformer Demo `_ Properties ---------- diff --git a/classes/class_label.rst b/classes/class_label.rst index fe5fef973..01acf5a9a 100644 --- a/classes/class_label.rst +++ b/classes/class_label.rst @@ -16,14 +16,14 @@ Displays plain text in a line or wrapped inside a rectangle. For formatted text, Description ----------- -Label displays plain text on the screen. It gives you control over the horizontal and vertical alignment, and can wrap the text inside the node's bounding rectangle. It doesn't support bold, italics or other formatting. For that, use :ref:`RichTextLabel` instead. +Label displays plain text on the screen. It gives you control over the horizontal and vertical alignment and can wrap the text inside the node's bounding rectangle. It doesn't support bold, italics, or other formatting. For that, use :ref:`RichTextLabel` instead. **Note:** Contrarily to most other :ref:`Control`\ s, Label's :ref:`Control.mouse_filter` defaults to :ref:`Control.MOUSE_FILTER_IGNORE` (i.e. it doesn't react to mouse input events). This implies that a label won't display any configured :ref:`Control.hint_tooltip`, unless you change its mouse filter. Tutorials --------- -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ Properties ---------- diff --git a/classes/class_light.rst b/classes/class_light.rst index 38eb395a6..19e67036c 100644 --- a/classes/class_light.rst +++ b/classes/class_light.rst @@ -25,7 +25,7 @@ Tutorials - :doc:`../tutorials/3d/lights_and_shadows` -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_line2d.rst b/classes/class_line2d.rst index 8ceaa274d..6f949d417 100644 --- a/classes/class_line2d.rst +++ b/classes/class_line2d.rst @@ -23,9 +23,9 @@ A line through several points in 2D space. Tutorials --------- -- `https://godotengine.org/asset-library/asset/584 `_ +- `Matrix Transform Demo `_ -- `https://godotengine.org/asset-library/asset/583 `_ +- `2.5D Demo `_ Properties ---------- diff --git a/classes/class_material.rst b/classes/class_material.rst index 48d7cbeea..c4eca56d0 100644 --- a/classes/class_material.rst +++ b/classes/class_material.rst @@ -23,9 +23,9 @@ Material is a base :ref:`Resource` used for coloring and shading Tutorials --------- -- `https://godotengine.org/asset-library/asset/123 `_ +- `3D Material Testers Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_mesh.rst b/classes/class_mesh.rst index 6f92844ea..ab561de23 100644 --- a/classes/class_mesh.rst +++ b/classes/class_mesh.rst @@ -23,13 +23,13 @@ Mesh is a type of :ref:`Resource` that contains vertex array-bas Tutorials --------- -- `https://godotengine.org/asset-library/asset/123 `_ +- `3D Material Testers Demo `_ -- `https://godotengine.org/asset-library/asset/126 `_ +- `3D Kinematic Character Demo `_ -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_meshinstance.rst b/classes/class_meshinstance.rst index 17a19e019..4be0a6656 100644 --- a/classes/class_meshinstance.rst +++ b/classes/class_meshinstance.rst @@ -23,13 +23,13 @@ MeshInstance is a node that takes a :ref:`Mesh` resource and adds it Tutorials --------- -- `https://godotengine.org/asset-library/asset/123 `_ +- `3D Material Testers Demo `_ -- `https://godotengine.org/asset-library/asset/126 `_ +- `3D Kinematic Character Demo `_ -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_meshlibrary.rst b/classes/class_meshlibrary.rst index 2ab3262ed..3303ec058 100644 --- a/classes/class_meshlibrary.rst +++ b/classes/class_meshlibrary.rst @@ -21,9 +21,9 @@ A library of meshes. Contains a list of :ref:`Mesh` resources, each Tutorials --------- -- `https://godotengine.org/asset-library/asset/126 `_ +- `3D Kinematic Character Demo `_ -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ Methods ------- diff --git a/classes/class_multimesh.rst b/classes/class_multimesh.rst index 7946421ad..096de0d79 100644 --- a/classes/class_multimesh.rst +++ b/classes/class_multimesh.rst @@ -20,7 +20,7 @@ MultiMesh provides low-level mesh instancing. Drawing thousands of :ref:`MeshIns MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead. -As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object). +As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object). Since instances may have any behavior, the AABB used for visibility must be provided by the user. diff --git a/classes/class_navigation.rst b/classes/class_navigation.rst index 2d50ed817..dc04faa39 100644 --- a/classes/class_navigation.rst +++ b/classes/class_navigation.rst @@ -23,7 +23,7 @@ Provides navigation and pathfinding within a collection of :ref:`NavigationMesh< Tutorials --------- -- `https://godotengine.org/asset-library/asset/124 `_ +- `3D Navmesh Demo `_ Properties ---------- diff --git a/classes/class_navigation2d.rst b/classes/class_navigation2d.rst index f12d32a15..139bdf03b 100644 --- a/classes/class_navigation2d.rst +++ b/classes/class_navigation2d.rst @@ -23,7 +23,7 @@ Navigation2D provides navigation and pathfinding within a 2D area, specified as Tutorials --------- -- `https://godotengine.org/asset-library/asset/117 `_ +- `2D Navigation Demo `_ Methods ------- diff --git a/classes/class_navigationmesh.rst b/classes/class_navigationmesh.rst index d589dee97..cf58dd360 100644 --- a/classes/class_navigationmesh.rst +++ b/classes/class_navigationmesh.rst @@ -16,7 +16,7 @@ NavigationMesh Tutorials --------- -- `https://godotengine.org/asset-library/asset/124 `_ +- `3D Navmesh Demo `_ Properties ---------- diff --git a/classes/class_navigationpolygon.rst b/classes/class_navigationpolygon.rst index 2ed409290..54916ade7 100644 --- a/classes/class_navigationpolygon.rst +++ b/classes/class_navigationpolygon.rst @@ -42,7 +42,7 @@ Using :ref:`add_polygon` and indices Tutorials --------- -- `https://godotengine.org/asset-library/asset/117 `_ +- `2D Navigation Demo `_ Methods ------- diff --git a/classes/class_networkedmultiplayerpeer.rst b/classes/class_networkedmultiplayerpeer.rst index 7948ff1cf..6c8d6f042 100644 --- a/classes/class_networkedmultiplayerpeer.rst +++ b/classes/class_networkedmultiplayerpeer.rst @@ -27,7 +27,7 @@ Tutorials - :doc:`../tutorials/networking/high_level_multiplayer` -- `https://godotengine.org/asset-library/asset/537 `_ +- `WebRTC Signaling Demo `_ Properties ---------- diff --git a/classes/class_node.rst b/classes/class_node.rst index 979dcaa87..f45ceace4 100644 --- a/classes/class_node.rst +++ b/classes/class_node.rst @@ -45,7 +45,7 @@ Tutorials - :doc:`../getting_started/step_by_step/scenes_and_nodes` -- `https://github.com/godotengine/godot-demo-projects/ `_ +- `All Demos `_ Properties ---------- diff --git a/classes/class_node2d.rst b/classes/class_node2d.rst index 391ac86b2..911e1db9c 100644 --- a/classes/class_node2d.rst +++ b/classes/class_node2d.rst @@ -25,7 +25,7 @@ Tutorials - :doc:`../tutorials/2d/custom_drawing_in_2d` -- `https://github.com/godotengine/godot-demo-projects/tree/master/2d `_ +- `All 2D Demos `_ Properties ---------- diff --git a/classes/class_nodepath.rst b/classes/class_nodepath.rst index 5887e250d..5762d5970 100644 --- a/classes/class_nodepath.rst +++ b/classes/class_nodepath.rst @@ -38,7 +38,7 @@ Some examples of NodePaths include the following: Tutorials --------- -- `https://godotengine.org/asset-library/asset/520 `_ +- `2D Role Playing Game Demo `_ Methods ------- diff --git a/classes/class_os.rst b/classes/class_os.rst index 4d51beb3c..57808c43b 100644 --- a/classes/class_os.rst +++ b/classes/class_os.rst @@ -21,7 +21,7 @@ Operating System functions. OS wraps the most common functionality to communicat Tutorials --------- -- `https://godotengine.org/asset-library/asset/677 `_ +- `OS Test Demo `_ Properties ---------- @@ -934,7 +934,7 @@ Shuts down system MIDI driver. - void **delay_msec** **(** :ref:`int` msec **)** |const| -Delay execution of the current thread by ``msec`` milliseconds. ``usec`` must be greater than or equal to ``0``. Otherwise, :ref:`delay_msec` will do nothing and will print an error message. +Delay execution of the current thread by ``msec`` milliseconds. ``msec`` must be greater than or equal to ``0``. Otherwise, :ref:`delay_msec` will do nothing and will print an error message. ---- @@ -1131,7 +1131,7 @@ Returns the path to the current engine executable. - :ref:`PoolStringArray` **get_granted_permissions** **(** **)** |const| -With this function you can get the list of dangerous permissions that have been granted to the Android application. +With this function, you can get the list of dangerous permissions that have been granted to the Android application. **Note:** This method is implemented on Android. @@ -1464,7 +1464,7 @@ Returns the current time zone as a dictionary with the keys: bias and name. Returns a string that is unique to the device. -**Note:** This string may change without notice if the user reinstalls/upgrades their operating system or changes their hardware. This means it should generally not be used to encrypt persistent data as the data saved prior to an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by :ref:`get_unique_id` for security purposes. +**Note:** This string may change without notice if the user reinstalls/upgrades their operating system or changes their hardware. This means it should generally not be used to encrypt persistent data as the data saved before an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by :ref:`get_unique_id` for security purposes. **Note:** Returns an empty string on HTML5 and UWP, as this method isn't implemented on those platforms yet. @@ -1596,7 +1596,7 @@ Returns ``true`` if the environment variable with the name ``variable`` exists. - :ref:`bool` **has_feature** **(** :ref:`String` tag_name **)** |const| -Returns ``true`` if the feature for the given feature tag is supported in the currently running instance, depending on platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the `Feature Tags `_ documentation for more details. +Returns ``true`` if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the `Feature Tags `_ documentation for more details. **Note:** Tag names are case-sensitive. @@ -1874,7 +1874,7 @@ At the moment this function is only used by ``AudioDriverOpenSL`` to request per - :ref:`bool` **request_permissions** **(** **)** -With this function you can request dangerous permissions since normal permissions are automatically granted at install time in Android application. +With this function, you can request dangerous permissions since normal permissions are automatically granted at install time in Android applications. **Note:** This method is implemented on Android. diff --git a/classes/class_packedscene.rst b/classes/class_packedscene.rst index 6f99db551..68f164a76 100644 --- a/classes/class_packedscene.rst +++ b/classes/class_packedscene.rst @@ -58,7 +58,7 @@ Can be used to save a node to a file. When saving, the node as well as all the n Tutorials --------- -- `https://godotengine.org/asset-library/asset/520 `_ +- `2D Role Playing Game Demo `_ Properties ---------- diff --git a/classes/class_panel.rst b/classes/class_panel.rst index 9d66aca45..3d7ef31ec 100644 --- a/classes/class_panel.rst +++ b/classes/class_panel.rst @@ -21,11 +21,11 @@ Panel is a :ref:`Control` that displays an opaque background. It' Tutorials --------- -- `https://godotengine.org/asset-library/asset/520 `_ +- `2D Role Playing Game Demo `_ -- `https://godotengine.org/asset-library/asset/516 `_ +- `2D Finite State Machine Demo `_ -- `https://godotengine.org/asset-library/asset/523 `_ +- `3D Inverse Kinematics Demo `_ Theme Properties ---------------- diff --git a/classes/class_panelcontainer.rst b/classes/class_panelcontainer.rst index dfac265b5..433ed3c34 100644 --- a/classes/class_panelcontainer.rst +++ b/classes/class_panelcontainer.rst @@ -23,7 +23,7 @@ Panel container type. This container fits controls inside of the delimited area Tutorials --------- -- `https://godotengine.org/asset-library/asset/520 `_ +- `2D Role Playing Game Demo `_ Theme Properties ---------------- diff --git a/classes/class_particles.rst b/classes/class_particles.rst index d62b02051..467ec9648 100644 --- a/classes/class_particles.rst +++ b/classes/class_particles.rst @@ -29,7 +29,7 @@ Tutorials - :doc:`../tutorials/3d/vertex_animation/controlling_thousands_of_fish` -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_particles2d.rst b/classes/class_particles2d.rst index e1f3d5001..cdb056354 100644 --- a/classes/class_particles2d.rst +++ b/classes/class_particles2d.rst @@ -31,7 +31,7 @@ Tutorials - :doc:`../tutorials/2d/particle_systems_2d` -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ Properties ---------- diff --git a/classes/class_poolstringarray.rst b/classes/class_poolstringarray.rst index bdb11b57e..892169d9e 100644 --- a/classes/class_poolstringarray.rst +++ b/classes/class_poolstringarray.rst @@ -21,7 +21,7 @@ An :ref:`Array` specifically designed to hold :ref:`String`_ +- `OS Test Demo `_ Methods ------- diff --git a/classes/class_poolvector2array.rst b/classes/class_poolvector2array.rst index 8b93e8a0c..0432dc0dd 100644 --- a/classes/class_poolvector2array.rst +++ b/classes/class_poolvector2array.rst @@ -21,7 +21,7 @@ An :ref:`Array` specifically designed to hold :ref:`Vector2`_ +- `2D Navigation Astar Demo `_ Methods ------- diff --git a/classes/class_projectsettings.rst b/classes/class_projectsettings.rst index 7d5366a67..dad6a6a77 100644 --- a/classes/class_projectsettings.rst +++ b/classes/class_projectsettings.rst @@ -27,11 +27,11 @@ When naming a Project Settings property, use the full path to the setting includ Tutorials --------- -- `https://godotengine.org/asset-library/asset/675 `_ +- `3D Physics Tests Demo `_ -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/677 `_ +- `OS Test Demo `_ Properties ---------- @@ -237,7 +237,7 @@ Properties +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`editor/script_templates_search_path` | ``"res://script_templates"`` | +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------+ -| :ref:`PoolStringArray` | :ref:`editor/search_in_file_extensions` | ``PoolStringArray( "gd", "shader" )`` | +| :ref:`PoolStringArray` | :ref:`editor/search_in_file_extensions` | ``PoolStringArray( "gd", "gdshader", "shader" )`` | +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`gui/common/default_scroll_deadzone` | ``0`` | +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------+ @@ -2020,9 +2020,9 @@ Search path for project-specific script templates. Godot will search for script - :ref:`PoolStringArray` **editor/search_in_file_extensions** -+-----------+---------------------------------------+ -| *Default* | ``PoolStringArray( "gd", "shader" )`` | -+-----------+---------------------------------------+ ++-----------+---------------------------------------------------+ +| *Default* | ``PoolStringArray( "gd", "gdshader", "shader" )`` | ++-----------+---------------------------------------------------+ Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. ``tscn`` if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files. diff --git a/classes/class_quadmesh.rst b/classes/class_quadmesh.rst index 8484a3dbf..fd816eec2 100644 --- a/classes/class_quadmesh.rst +++ b/classes/class_quadmesh.rst @@ -21,9 +21,9 @@ Class representing a square :ref:`PrimitiveMesh`. This flat Tutorials --------- -- `https://godotengine.org/asset-library/asset/127 `_ +- `GUI in 3D Demo `_ -- `https://godotengine.org/asset-library/asset/129 `_ +- `2D in 3D Demo `_ Properties ---------- diff --git a/classes/class_quat.rst b/classes/class_quat.rst index 0949113b4..aef123323 100644 --- a/classes/class_quat.rst +++ b/classes/class_quat.rst @@ -25,7 +25,7 @@ Tutorials - `#interpolating-with-quaternions <../tutorials/3d/using_transforms.html#interpolating-with-quaternions>`_ in :doc:`../tutorials/3d/using_transforms` -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_randomnumbergenerator.rst b/classes/class_randomnumbergenerator.rst index d3a88b7c0..ed805467f 100644 --- a/classes/class_randomnumbergenerator.rst +++ b/classes/class_randomnumbergenerator.rst @@ -31,6 +31,11 @@ To generate a random float number (within a given range) based on a time-dependa **Note:** The default values of :ref:`seed` and :ref:`state` properties are pseudo-random, and changes when calling :ref:`randomize`. The ``0`` value documented here is a placeholder, and not the actual default seed. +Tutorials +--------- + +- :doc:`../tutorials/math/random_number_generation` + Properties ---------- diff --git a/classes/class_raycast.rst b/classes/class_raycast.rst index b9cbde177..c398586a0 100644 --- a/classes/class_raycast.rst +++ b/classes/class_raycast.rst @@ -31,7 +31,7 @@ Tutorials - :doc:`../tutorials/physics/ray-casting` -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Properties ---------- diff --git a/classes/class_rectangleshape2d.rst b/classes/class_rectangleshape2d.rst index 6e52f0752..928c4bdb0 100644 --- a/classes/class_rectangleshape2d.rst +++ b/classes/class_rectangleshape2d.rst @@ -21,9 +21,9 @@ Rectangle shape for 2D collisions. This shape is useful for modeling box-like 2D Tutorials --------- -- `https://godotengine.org/asset-library/asset/121 `_ +- `2D Pong Demo `_ -- `https://godotengine.org/asset-library/asset/113 `_ +- `2D Kinematic Character Demo `_ Properties ---------- diff --git a/classes/class_resourceloader.rst b/classes/class_resourceloader.rst index 1ae0f923d..0c97ab853 100644 --- a/classes/class_resourceloader.rst +++ b/classes/class_resourceloader.rst @@ -23,7 +23,7 @@ It uses the many :ref:`ResourceFormatLoader` classes Tutorials --------- -- `https://godotengine.org/asset-library/asset/677 `_ +- `OS Test Demo `_ Methods ------- diff --git a/classes/class_richtextlabel.rst b/classes/class_richtextlabel.rst index ea7fc730c..1ccb98aaf 100644 --- a/classes/class_richtextlabel.rst +++ b/classes/class_richtextlabel.rst @@ -29,9 +29,9 @@ Tutorials - :doc:`../tutorials/gui/bbcode_in_richtextlabel` -- `https://godotengine.org/asset-library/asset/132 `_ +- `GUI Rich Text/BBcode Demo `_ -- `https://godotengine.org/asset-library/asset/677 `_ +- `OS Test Demo `_ Properties ---------- diff --git a/classes/class_rigidbody.rst b/classes/class_rigidbody.rst index 90cb68c0c..ebb8598f8 100644 --- a/classes/class_rigidbody.rst +++ b/classes/class_rigidbody.rst @@ -33,9 +33,9 @@ Tutorials - :doc:`../tutorials/physics/physics_introduction` -- `https://godotengine.org/asset-library/asset/524 `_ +- `3D Truck Town Demo `_ -- `https://godotengine.org/asset-library/asset/675 `_ +- `3D Physics Tests Demo `_ Properties ---------- diff --git a/classes/class_rigidbody2d.rst b/classes/class_rigidbody2d.rst index 8923d5862..fd603e97e 100644 --- a/classes/class_rigidbody2d.rst +++ b/classes/class_rigidbody2d.rst @@ -31,9 +31,9 @@ The center of mass is always located at the node's origin without taking into ac Tutorials --------- -- `https://godotengine.org/asset-library/asset/119 `_ +- `2D Physics Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/148 `_ +- `Instancing Demo `_ Properties ---------- diff --git a/classes/class_rootmotionview.rst b/classes/class_rootmotionview.rst index 718e9b017..115cfb97b 100644 --- a/classes/class_rootmotionview.rst +++ b/classes/class_rootmotionview.rst @@ -11,7 +11,19 @@ RootMotionView **Inherits:** :ref:`VisualInstance` **<** :ref:`Spatial` **<** :ref:`Node` **<** :ref:`Object` +Editor-only helper for setting up root motion in :ref:`AnimationTree`. +Description +----------- + +*Root motion* refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also :ref:`AnimationTree`. + +**Note:** ``RootMotionView`` is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain :ref:`Node` in the running project. This means a script attached to a ``RootMotionView`` node *must* have ``extends Node`` instead of ``extends RootMotionView``. Additionally, it must not be a ``@tool`` script. + +Tutorials +--------- + +- `#root-motion <../tutorials/animation/animation_tree.html#root-motion>`_ in :doc:`../tutorials/animation/animation_tree` Properties ---------- @@ -41,6 +53,8 @@ Property Descriptions | *Getter* | get_animation_path() | +----------+---------------------------+ +Path to an :ref:`AnimationTree` node to use as a basis for root motion. + ---- .. _class_RootMotionView_property_cell_size: @@ -53,6 +67,8 @@ Property Descriptions | *Getter* | get_cell_size() | +----------+----------------------+ +The grid's cell size in 3D units. + ---- .. _class_RootMotionView_property_color: @@ -65,6 +81,8 @@ Property Descriptions | *Getter* | get_color() | +----------+------------------+ +The grid's color. + ---- .. _class_RootMotionView_property_radius: @@ -77,6 +95,8 @@ Property Descriptions | *Getter* | get_radius() | +----------+-------------------+ +The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this :ref:`radius` is reached. + ---- .. _class_RootMotionView_property_zero_y: @@ -89,6 +109,8 @@ Property Descriptions | *Getter* | get_zero_y() | +----------+-------------------+ +If ``true``, the grid's points will all be on the same Y coordinate (*local* Y = 0). If ``false``, the points' original Y coordinate is preserved. + .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` diff --git a/classes/class_skeleton.rst b/classes/class_skeleton.rst index 3ec109b63..931512a95 100644 --- a/classes/class_skeleton.rst +++ b/classes/class_skeleton.rst @@ -25,9 +25,9 @@ Note that "global pose" below refers to the overall transform of the bone with r Tutorials --------- -- `https://godotengine.org/asset-library/asset/523 `_ +- `3D Inverse Kinematics Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Methods ------- diff --git a/classes/class_skeletonik.rst b/classes/class_skeletonik.rst index 92b19b200..986bb8c34 100644 --- a/classes/class_skeletonik.rst +++ b/classes/class_skeletonik.rst @@ -41,7 +41,7 @@ SkeletonIK is used to place the end bone of a :ref:`Skeleton` bo Tutorials --------- -- `https://godotengine.org/asset-library/asset/523 `_ +- `3D Inverse Kinematics Demo `_ Properties ---------- diff --git a/classes/class_spatial.rst b/classes/class_spatial.rst index 226078c44..94b8fd73c 100644 --- a/classes/class_spatial.rst +++ b/classes/class_spatial.rst @@ -29,7 +29,7 @@ Tutorials - :doc:`../tutorials/3d/introduction_to_3d` -- `https://github.com/godotengine/godot-demo-projects/tree/master/3d `_ +- `All 3D Demos `_ Properties ---------- diff --git a/classes/class_sphereshape.rst b/classes/class_sphereshape.rst index cdad340d6..d71f70ec4 100644 --- a/classes/class_sphereshape.rst +++ b/classes/class_sphereshape.rst @@ -21,7 +21,7 @@ Sphere shape for 3D collisions, which can be set into a :ref:`PhysicsBody`_ +- `3D Physics Tests Demo `_ Properties ---------- diff --git a/classes/class_spotlight.rst b/classes/class_spotlight.rst index fc231abb0..2d1eefdda 100644 --- a/classes/class_spotlight.rst +++ b/classes/class_spotlight.rst @@ -25,7 +25,7 @@ Tutorials - :doc:`../tutorials/3d/lights_and_shadows` -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ---------- diff --git a/classes/class_sprite.rst b/classes/class_sprite.rst index 876e2a922..3e0327bda 100644 --- a/classes/class_sprite.rst +++ b/classes/class_sprite.rst @@ -21,7 +21,7 @@ A node that displays a 2D texture. The texture displayed can be a region from a Tutorials --------- -- `https://godotengine.org/asset-library/asset/148 `_ +- `Instancing Demo `_ Properties ---------- diff --git a/classes/class_staticbody.rst b/classes/class_staticbody.rst index 983fb2bfd..bbdf5d95f 100644 --- a/classes/class_staticbody.rst +++ b/classes/class_staticbody.rst @@ -23,11 +23,11 @@ Additionally, a constant linear or angular velocity can be set for the static bo Tutorials --------- -- `https://godotengine.org/asset-library/asset/675 `_ +- `3D Physics Tests Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Properties ---------- diff --git a/classes/class_surfacetool.rst b/classes/class_surfacetool.rst index 3f6750e3e..74fb19ee9 100644 --- a/classes/class_surfacetool.rst +++ b/classes/class_surfacetool.rst @@ -39,7 +39,7 @@ See also :ref:`ArrayMesh`, :ref:`ImmediateGeometry`_ +- `3D Voxel Demo `_ Methods ------- diff --git a/classes/class_texturebutton.rst b/classes/class_texturebutton.rst index a0d5ab4cd..edb026cbd 100644 --- a/classes/class_texturebutton.rst +++ b/classes/class_texturebutton.rst @@ -25,7 +25,7 @@ See also :ref:`BaseButton` which contains common properties an Tutorials --------- -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Properties ---------- diff --git a/classes/class_texturerect.rst b/classes/class_texturerect.rst index 571af67bf..70d3be70c 100644 --- a/classes/class_texturerect.rst +++ b/classes/class_texturerect.rst @@ -23,7 +23,7 @@ Used to draw icons and sprites in a user interface. The texture's placement can Tutorials --------- -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Properties ---------- diff --git a/classes/class_thread.rst b/classes/class_thread.rst index 901fc3022..2e5735985 100644 --- a/classes/class_thread.rst +++ b/classes/class_thread.rst @@ -27,7 +27,7 @@ Tutorials - :doc:`../tutorials/threads/thread_safe_apis` -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Methods ------- diff --git a/classes/class_tilemap.rst b/classes/class_tilemap.rst index 17f65f9f8..fb96dc3f5 100644 --- a/classes/class_tilemap.rst +++ b/classes/class_tilemap.rst @@ -25,17 +25,17 @@ Tutorials - :doc:`../tutorials/2d/using_tilemaps` -- `https://godotengine.org/asset-library/asset/120 `_ +- `2D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/112 `_ +- `2D Isometric Demo `_ -- `https://godotengine.org/asset-library/asset/111 `_ +- `2D Hexagonal Demo `_ -- `https://godotengine.org/asset-library/asset/519 `_ +- `2D Navigation Astar Demo `_ -- `https://godotengine.org/asset-library/asset/520 `_ +- `2D Role Playing Game Demo `_ -- `https://godotengine.org/asset-library/asset/113 `_ +- `2D Kinematic Character Demo `_ Properties ---------- diff --git a/classes/class_tileset.rst b/classes/class_tileset.rst index 04bcb3bf0..470de4000 100644 --- a/classes/class_tileset.rst +++ b/classes/class_tileset.rst @@ -25,17 +25,17 @@ Tutorials - :doc:`../tutorials/2d/using_tilemaps` -- `https://godotengine.org/asset-library/asset/120 `_ +- `2D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/112 `_ +- `2D Isometric Demo `_ -- `https://godotengine.org/asset-library/asset/111 `_ +- `2D Hexagonal Demo `_ -- `https://godotengine.org/asset-library/asset/519 `_ +- `2D Navigation Astar Demo `_ -- `https://godotengine.org/asset-library/asset/520 `_ +- `2D Role Playing Game Demo `_ -- `https://godotengine.org/asset-library/asset/113 `_ +- `2D Kinematic Character Demo `_ Methods ------- diff --git a/classes/class_timer.rst b/classes/class_timer.rst index 199347446..1e7e316ad 100644 --- a/classes/class_timer.rst +++ b/classes/class_timer.rst @@ -23,7 +23,7 @@ Counts down a specified interval and emits a signal on reaching 0. Can be set to Tutorials --------- -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ Properties ---------- diff --git a/classes/class_transform.rst b/classes/class_transform.rst index 6228a6448..6a0c30379 100644 --- a/classes/class_transform.rst +++ b/classes/class_transform.rst @@ -27,11 +27,11 @@ Tutorials - :doc:`../tutorials/3d/using_transforms` -- `https://godotengine.org/asset-library/asset/584 `_ +- `Matrix Transform Demo `_ -- `https://godotengine.org/asset-library/asset/125 `_ +- `3D Platformer Demo `_ -- `https://godotengine.org/asset-library/asset/583 `_ +- `2.5D Demo `_ Properties ---------- diff --git a/classes/class_transform2d.rst b/classes/class_transform2d.rst index 03a423fb7..baaf38312 100644 --- a/classes/class_transform2d.rst +++ b/classes/class_transform2d.rst @@ -14,7 +14,7 @@ Transform2D Description ----------- -2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a three :ref:`Vector2` values: :ref:`x`, :ref:`y`, and the :ref:`origin`. +2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of three :ref:`Vector2` values: :ref:`x`, :ref:`y`, and the :ref:`origin`. For more information, read the "Matrices and transforms" documentation article. @@ -25,9 +25,9 @@ Tutorials - :doc:`../tutorials/math/matrices_and_transforms` -- `https://godotengine.org/asset-library/asset/584 `_ +- `Matrix Transform Demo `_ -- `https://godotengine.org/asset-library/asset/583 `_ +- `2.5D Demo `_ Properties ---------- diff --git a/classes/class_vboxcontainer.rst b/classes/class_vboxcontainer.rst index dcd9497b4..bffb41727 100644 --- a/classes/class_vboxcontainer.rst +++ b/classes/class_vboxcontainer.rst @@ -23,7 +23,7 @@ Vertical box container. See :ref:`BoxContainer`. Tutorials --------- -- `https://godotengine.org/asset-library/asset/676 `_ +- `3D Voxel Demo `_ Theme Properties ---------------- diff --git a/classes/class_vector2.rst b/classes/class_vector2.rst index bbcf6434d..055337259 100644 --- a/classes/class_vector2.rst +++ b/classes/class_vector2.rst @@ -27,11 +27,11 @@ Tutorials - :doc:`../tutorials/math/vectors_advanced` -- `https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab `_ +- `3Blue1Brown Essence of Linear Algebra `_ -- `https://godotengine.org/asset-library/asset/584 `_ +- `Matrix Transform Demo `_ -- `https://github.com/godotengine/godot-demo-projects/tree/master/2d `_ +- `All 2D Demos `_ Properties ---------- diff --git a/classes/class_vector3.rst b/classes/class_vector3.rst index bdc0121ca..753c32891 100644 --- a/classes/class_vector3.rst +++ b/classes/class_vector3.rst @@ -27,11 +27,11 @@ Tutorials - :doc:`../tutorials/math/vectors_advanced` -- `https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab `_ +- `3Blue1Brown Essence of Linear Algebra `_ -- `https://godotengine.org/asset-library/asset/584 `_ +- `Matrix Transform Demo `_ -- `https://github.com/godotengine/godot-demo-projects/tree/master/3d `_ +- `All 3D Demos `_ Properties ---------- diff --git a/classes/class_vehiclebody.rst b/classes/class_vehiclebody.rst index 01a7d6556..c31cbeb24 100644 --- a/classes/class_vehiclebody.rst +++ b/classes/class_vehiclebody.rst @@ -25,7 +25,7 @@ This node implements all the physics logic needed to simulate a car. It is based Tutorials --------- -- `https://godotengine.org/asset-library/asset/524 `_ +- `3D Truck Town Demo `_ Properties ---------- diff --git a/classes/class_vehiclewheel.rst b/classes/class_vehiclewheel.rst index 9adad966a..680113155 100644 --- a/classes/class_vehiclewheel.rst +++ b/classes/class_vehiclewheel.rst @@ -23,7 +23,7 @@ This node needs to be used as a child node of :ref:`VehicleBody`_ +- `3D Truck Town Demo `_ Properties ---------- diff --git a/classes/class_viewport.rst b/classes/class_viewport.rst index 079e36ebe..8c41e195d 100644 --- a/classes/class_viewport.rst +++ b/classes/class_viewport.rst @@ -35,17 +35,17 @@ Tutorials - :doc:`../tutorials/viewports/index` -- `https://godotengine.org/asset-library/asset/127 `_ +- `GUI in 3D Demo `_ -- `https://godotengine.org/asset-library/asset/128 `_ +- `3D in 2D Demo `_ -- `https://godotengine.org/asset-library/asset/129 `_ +- `2D in 3D Demo `_ -- `https://godotengine.org/asset-library/asset/130 `_ +- `Screen Capture Demo `_ -- `https://godotengine.org/asset-library/asset/541 `_ +- `Dynamic Split Screen Demo `_ -- `https://godotengine.org/asset-library/asset/586 `_ +- `3D Viewport Scaling Demo `_ Properties ---------- diff --git a/classes/class_viewporttexture.rst b/classes/class_viewporttexture.rst index 3279cc76a..58ad0ac83 100644 --- a/classes/class_viewporttexture.rst +++ b/classes/class_viewporttexture.rst @@ -23,13 +23,13 @@ To create a ViewportTexture in code, use the :ref:`Viewport.get_texture`_ +- `GUI in 3D Demo `_ -- `https://godotengine.org/asset-library/asset/128 `_ +- `3D in 2D Demo `_ -- `https://godotengine.org/asset-library/asset/129 `_ +- `2D in 3D Demo `_ -- `https://godotengine.org/asset-library/asset/586 `_ +- `3D Viewport Scaling Demo `_ Properties ---------- diff --git a/classes/class_visibilitynotifier2d.rst b/classes/class_visibilitynotifier2d.rst index 3212643e2..6d9476091 100644 --- a/classes/class_visibilitynotifier2d.rst +++ b/classes/class_visibilitynotifier2d.rst @@ -27,7 +27,7 @@ If you want nodes to be disabled automatically when they exit the screen, use :r Tutorials --------- -- `https://godotengine.org/asset-library/asset/515 `_ +- `2D Dodge The Creeps Demo `_ Properties ---------- diff --git a/classes/class_websocketpeer.rst b/classes/class_websocketpeer.rst index 993b2bcd2..26a14468b 100644 --- a/classes/class_websocketpeer.rst +++ b/classes/class_websocketpeer.rst @@ -30,6 +30,8 @@ Methods +------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_connected_port` **(** **)** |const| | +------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------+ +| :ref:`int` | :ref:`get_current_outbound_buffered_amount` **(** **)** |const| | ++------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------+ | :ref:`WriteMode` | :ref:`get_write_mode` **(** **)** |const| | +------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_connected_to_host` **(** **)** |const| | @@ -91,6 +93,14 @@ Returns the remote port of the connected peer. ---- +.. _class_WebSocketPeer_method_get_current_outbound_buffered_amount: + +- :ref:`int` **get_current_outbound_buffered_amount** **(** **)** |const| + +Returns the current amount of data in the outbound websocket buffer. **Note:** HTML5 exports use WebSocket.bufferedAmount, while other platforms use an internal buffer. + +---- + .. _class_WebSocketPeer_method_get_write_mode: - :ref:`WriteMode` **get_write_mode** **(** **)** |const| diff --git a/classes/class_webxrinterface.rst b/classes/class_webxrinterface.rst index 0fd1cfa06..4d155e2d9 100644 --- a/classes/class_webxrinterface.rst +++ b/classes/class_webxrinterface.rst @@ -115,7 +115,7 @@ You can use one or all of these methods to allow your game or app to support a w Tutorials --------- -- `https://www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot `_ +- `How to make a VR game for WebXR with Godot `_ Properties ---------- diff --git a/classes/class_worldenvironment.rst b/classes/class_worldenvironment.rst index 8dad7abfb..e10c245d5 100644 --- a/classes/class_worldenvironment.rst +++ b/classes/class_worldenvironment.rst @@ -27,11 +27,11 @@ Tutorials - :doc:`../tutorials/3d/environment_and_post_processing` -- `https://godotengine.org/asset-library/asset/123 `_ +- `3D Material Testers Demo `_ -- `https://godotengine.org/asset-library/asset/110 `_ +- `2D HDR Demo `_ -- `https://godotengine.org/asset-library/asset/678 `_ +- `Third Person Shooter Demo `_ Properties ----------